I don't really have a proper solution but:
You can set a minimum framerate, this clamps dt to a maximum. Making games run at slow motion if they fall below that, this is set to 30 fps by default. So this is basically a fixed tickrate, at least from one way.
I think ideally you don't want to design the game around extremely tight timings and precision. Not only for dt but other imprecisions like input delay etc. in case the player has to react.
Alternatively you could instead animate something like this with the timeline, which I think will be much more consistent across framerates.